Medium Undead (Human), Any Good Alignment
Armor Class 17 Unarmored Defence
Hit Points 70 (10d8 + 30)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws WIS +8
Skills Athletics +3, Insight +4, Perception +4, Religion +2
Damage Vulnerabilities Radiant
Senses Darkvision 60ft, Passive Perception 16
Languages Celestial, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

---Vampire Features---
Shapechanging Forms:
- Bat (25% Max HP cost)
- Wolf (50% Max HP cost)
- Mist (75% Max HP cost)
Blood Skills: Bloodflow Stance • Description: The monk enhances their natural healing abilities, regaining hit points equal to 2 D6 at the start of each turn for 3 turns. • Blood Cost: 15 HP
Sunlight Vulnerability:
- Radiant damage and disadvantage in direct sunlight

---Class Features---
Unarmored Defense, Martial Arts, Ki, Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, Evasion, Stillness of Mind

—Martial Arts— You can make one additional unarmed strike as a bonus action when you take the Attack action.

—Ki Points— You have 10 Ki points. Ki points are used to fuel various Monk abilities, such as Flurry of Blows and Stunning Strike.

—Evasion— This means you take no damage on a successful Dexterity saving throw against an effect that would deal half damage on a failed save. This makes them incredibly agile and capable of avoiding area-effect attacks.

---Equipment---
- 2 x vials of Noctisanguis Sap
- Darts
- Explorer's Pack
- A scroll case filled with notes from your religious studies
- A prayer book
- 5 sticks of incense
- Vestments
- A set of common clothes

Actions

When you use an action to attack, you get two attacks.
—Unarmed Strikes— Melee attack 5ft, to hit +7, on hit 1 D8 +7 bludgeon damage.

—Darts— Ranged attack 20-60ft, to hit +7, on hit 1D4 +7 piercing damage.

—Stunning Strike— When a Monk hits a creature with a melee attack, they can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution DC16 saving throw or be stunned until the end of the Monk’s next turn. This can be a powerful crowd-control ability.

—Stillness of Mind— this allows you to use your action to end one effect on themselves that is causing them to be frightened or charmed. This reflects their mental discipline and ability to maintain focus even in stressful situations.

—Patient Defense— you can spend 1 ki point to take the Patient Defense action, which gives attackers disadvantage on attack rolls against the Monk for the duration of their turn. It enhances the Monk’s ability to dodge and evade incoming attacks.

—Vial of Noctisanguis Sap—
Potion, As an action when you drink this dark, viscous sap, you regain 20 hit points.

Bonus Actions

—Martial Arts— You can make one additional unarmed strike as a bonus action when you take the Attack action.

—Flurry of Blows— As a bonus action, a Monk can spend 1 ki point to make two additional unarmed strikes after taking the Attack action. This allows for a total of four unarmed strikes in a single turn when combined with the attack action.

—Bloodflow Stance— As a bonus action The monk enhances their natural healing abilities, regaining hit points equal to 2 D6 at the start of each turn for 3 turns. • Blood Cost: 15 HP

—Step of the Wind— By spending 1 ki point, a Monk can take the Step of the Wind action, which doubles their jump distance for the turn and allows them to Dash or Disengage as a bonus action. This enhances their mobility and evasion capabilities.

---Abilities & Special Traits---
Vampiric Bite: As a bonus action, you can make a bite attack against a willing or incapacitated creature. It deals 1d6+0 piercing damage and heals you for the same amount.

—Vial of Noctisanguis Sap—
Potion, As a bonus action when you drink this dark, viscous sap, you regain 4d4 + 4 hit points.

Description

Amidst the veiled night, a human vampire Monk emerged from the shadows, an enigma wrapped in the tapestry of their own creation. Their story was a patchwork of serendipitous encounters, guided by the whims of fate and the interplay of chance.

This elusive traveler, an embodiment of neutrality, adopted they/them pronouns. Their presence defied traditional notions of gender, as they navigated the town with an appearance that merged the boundaries of masculinity and femininity. With eyes that held the secrets of the night and hair as dark as the abyss, they moved through the town with an air of graceful mystery.

Their journey to the town was a saga of unexpected turns and cryptic revelations. A chance meeting, a meandering path, and a mysterious invitation brought them to this place of eternal night. The specifics of their arrival remained a riddle, known only to them, as they were part of the town's ever-rotating tapestry of stories.

Within the town's labyrinthine web of covens, this traveler formed connections that transcended the boundaries of their own coven. They forged friendships and alliances that spanned the multifarious factions, becoming a bridge of harmony between the ruling families. Their identity was a symbol of unity in a place where diversity was celebrated.

Embracing the role of a monk, they honed their inner strength and discipline to become a guardian of the town's harmonious spirit. In the unending night, they etched their identity as a beacon of tranquility, harmoniously melding with the multifaceted fabric of the town, a testament to the ceaseless mysteries of the night.

Habitat: Urban

DarrenOliverKay

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